course of terror WP

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Bill D Cat
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Re: course of terror WP

#401 Post by Bill D Cat » Mon Jan 20, 2014 1:53 pm

I get that occasionally, but usually it is because the bot somehow manages to open the first chest twice. Thus it doesn't have the second special key to open the last chest. Either way, I get the same amount of loot from the chests.

ZZZZZ
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Re: course of terror WP

#402 Post by ZZZZZ » Wed Jan 22, 2014 4:50 am

I get this error at times when running cot_tele:

Code: Select all

Swimhack ACTIVATED!
Player Teleported to X: 4081    Z: 3586 Y: 75
Player Teleported to X: 3947    Z: 3810 Y: 75
Player Teleported to X: 3948    Z: 3810 Y: 57
We found Treasure Key and will harvest it.
Engaging enemy [Clown Spirit] in combat.
Use MACRO: MAGE_THUNDERSTORM   =>   Clown Spirit (19808/19808)
Use MACRO: MAGE_PURGATORY_FIRE =>   Clown Spirit (13267/19808)
Use MACRO: MAGE_FIREBALL       =>   * aborted *
Fight finished. Killed 1 Clown Spirit. (fight #1 / runtime 23173063 minutes)
Clearing target.
Player Teleported to X: 3961    Z: 3786 Y: 75
Player Teleported to X: 4013    Z: 3948 Y: 75
Player Teleported to X: 4014    Z: 3948 Y: 57
The game client did not crash.
7:43pm - [string "..."]:66: attempt to index local 'clown' (a nil value)
When I looked if was simply floating above the key to harvest, nothing attacking it and key-tile was clickable.

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BlubBlab
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Re: course of terror WP

#403 Post by BlubBlab » Wed Jan 22, 2014 6:32 am

Sometimes the teleport upwards fails. It seems for me that is what happened to you but why the clown is nill I don't know.

Edit: ah okay now I see

Code: Select all

function checkaggro()
		repeat
			player:update()
			if player.Battling then
				local clown = player:findEnemy(true)
				player.X = clown.X player.Z = clown.Z -- Temporarily change player coords so we can find nearest seal to mob
				local seal = player:findNearestNameOrId(102384)
				player:target(seal) -- kills the summoning portal and not the ghost clown.
				player:fight()
				yrest(2000) -- give a couple of seconds for the clown to disappear.
				player:update()
			end
		until not player.Battling
	end

to:

Code: Select all

function checkaggro()
		repeat
			player:update()
			if player.Battling then
				local clown = player:findEnemy(true)
				if(clown)then
					player.X = clown.X 
					player.Z = clown.Z -- Temporarily change player coords so we can find nearest seal to mob
				end
				local seal = player:findNearestNameOrId(102384)
				player:target(seal) -- kills the summoning portal and not the ghost clown.
				player:fight()
				yrest(2000) -- give a couple of seconds for the clown to disappear.
				player:update()
			end
		until not player.Battling
	end
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rock5
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Re: course of terror WP

#404 Post by rock5 » Wed Jan 22, 2014 7:00 am

If you have aggro but there is no clown then what is attacking you? Or should I say, if nothing is attacking you and there is no clown then why do you have aggro?

I noticed that you just killed a clown. Maybe the battling flag just took a while to clear. So if you have aggro and there is no clown then there wont be a seal so you don't need to look for and attack the seal. I'd try this instead

Code: Select all

function checkaggro()
		repeat
			player:update()
			if player.Battling then
				local clown = player:findEnemy(true)
				if(clown)then
					player.X = clown.X 
					player.Z = clown.Z -- Temporarily change player coords so we can find nearest seal to mob
					local seal = player:findNearestNameOrId(102384)
					player:target(seal) -- kills the summoning portal and not the ghost clown.
					player:fight()
					yrest(2000) -- give a couple of seconds for the clown to disappear.
					player:update()
				end
			end
		until not player.Battling
	end
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delay84
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Re: course of terror WP

#405 Post by delay84 » Mon May 26, 2014 7:54 am

I want to do these title quests in cot automatically. so i have added some functions to the file. just beta version, can't test it really good. "destroy the barriers" seems more difficult so i need a little bit more time :-)


quest: "Bringt die Fragmente des Clowngeistes in Euren Besitz" (sry don't know the questname in english; id: 424717; runesdatabase isn't available)

Code: Select all

function getfragments()
		local sealAddress = 113111
		local queststatus = getQuestStatus(424717)
		
		
		local seal = player:findNearestNameOrId(sealAddress)
		if seal then
				-- goto seal
			teleport(nil,nil,75)            -- go up to height if 75
			teleport(seal.X, seal.Z, 75)	-- teleport to above seal
			teleport(seal.X + 1, seal.Z, 57)	-- teleport in range to click seal

				-- click seal
			repeat
				player:target(seal)
				yrest(100)
				Attack()
				yrest(1000)
				player:update()
			until player:findNearestNameOrId(113108) -- until portal appears
			yrest(2000)
			repeat
				player:update()
				if player.Battling then
					local enemy = player:findNearestNameOrId("Clowngeist")
					player:fight(enemy.Address)
					player:loot()
					yrest(2000) -- give a couple of seconds for the clown to disappear.
					player:update()
				end
				yrest(2000)
				queststatus = getQuestStatus(424717)
			until queststatus == "complete"
			checkaggro()
                        --local sum = player:findNearestNameOrId(113108)
			--player:fight(sum.Address)
		end
				
	end
checkaggro doesn't work for me. it just kills the clowns and not the portal. the summon portal ID i get is 113108 but in the function checkaggro it's 102384?!
Attachments
cot_tele_modded.xml
(13.71 KiB) Downloaded 276 times

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rock5
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Re: course of terror WP

#406 Post by rock5 » Mon May 26, 2014 8:29 am

It's possible the id has changed. How are you getting the id 113108?
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delay84
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Re: course of terror WP

#407 Post by delay84 » Mon May 26, 2014 8:34 am

start get_objectID.bat, joining cot, click seal and move mouse over the summon portal :-) don't know, but it could be changed when they changed the lvl of the minigames?! i will verify it tomorrow ^^

delay84
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Re: course of terror WP

#408 Post by delay84 » Mon May 26, 2014 8:41 am

Ok, did it with a another character. The ID is 102368, so it was my failure. Now I have to test why checkaggro() isn't working, although the ID is now right.

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sauhard
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Re: course of terror WP

#409 Post by sauhard » Thu Jul 17, 2014 7:03 am

Well i worked well but showed some error in looting chests.
It looted left sided chests very well but failed on right side. A message popped up on MM.
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ZZZZZ
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Re: course of terror WP

#410 Post by ZZZZZ » Thu Jul 17, 2014 7:32 am

At the top of the cot_tele waypoint, you need to change the options.

Code: Select all

When_Finished         = "end"
		-- "end" to end script, "relog" to log next character, "charlist" to use the charlist and "waypointfilename" to load that waypointfile.
Currently that is what you have, and is the reason it ended as it did. That is the same with SurvivalR5, change the option at the top of the file.

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rock5
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Re: course of terror WP

#411 Post by rock5 » Thu Jul 17, 2014 8:04 am

That doesn't explain why it only did one side though. If it keeps happening, let me know. It may have just been a glitch. If it keeps happening I'll have to add some print commands to find out what's happening.
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Re: course of terror WP

#412 Post by Ego95 » Fri Aug 29, 2014 2:39 am

How would you make a version of this without teleport? I want to make a script just for mages that should use thunderstorm to kill all tiles. It's just like I am doing manual. Problem is, that the tiles are not really mobs. I've just made some screenshots of the tiles with id but I dont't know how to start.

The two pictures on the right side show the key as a tile and as an object to collect which happens when you kill them. There are some title quests where you need to collect keys for example but it only works if you collect them, when they are tiles. Don't know if the bot can try to leave out specific mobs with thunderstorm. Primary I just want to get the shells so killing everything is more important.
Attachments
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BlubBlab
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Re: course of terror WP

#413 Post by BlubBlab » Sat Aug 30, 2014 12:44 pm

Isn't there one on the first page?
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Re: course of terror WP

#414 Post by Ego95 » Sun Aug 31, 2014 4:26 pm

Yea, there is one which uses flyhack without teleporting, but I want to have a version without any hacks.

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Ego95
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Re: course of terror WP

#415 Post by Ego95 » Fri Sep 19, 2014 9:39 am

I really can't find whats wrong.

I've deleted the flys and teleports and edited the getallkeys function.

Code: Select all

	function getallkeys()
		local tileList = {113108,113109,113110,113111,113113,} -- all other objects in cot
		local seals	= {113112,112959} -- seal tile and killed seal
		local lastSealAddress = 0
		repeat
			local tile = player:findNearestNameOrId(tileList)
			if tile then
				repeat
					player:target(tile)
					yrest(300)
					player:cast("MAGE_THUNDERSTORM")
				until not tile
			end
			
			player:update()
			local seal = player:findNearestNameOrId(seals, lastSealAddress)
			if seal then
				-- click seal
				local keys = inventory:itemTotalCount(203027)
				repeat
					player:target(seal)
					yrest(100)
					Attack()
					yrest(1000)
					player:update()
				until player:findNearestNameOrId(113106) or inventory:itemTotalCount(203027) == keys + 1 -- until a key appears

				-- Remember last seal
				lastSealAddress = seal.Address

				if not inventory:itemTotalCount(203027) == keys + 1 then
					repeat
						player:target_Object(113106,nil,nil,true) -- harvests key
					until inventory:itemTotalCount(203027) == keys + 1
					yrest(500)
				end
			end
		until gotAllKeys()
	end
The thing is, that is does nothing after entering the room, where it normally should start using thunderstorm. I deleted the travel on top and my target distances are set up right, too. I also tried using rom/bot.lua debug, but it won't give me any additional info. :(

turbobay
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Re: course of terror WP

#416 Post by turbobay » Mon May 11, 2015 5:45 am

I actually started playing on the Arcadia private server and was trying out CoT with this waypoint.
But every time the bot activates swimhack the char dis immediately.
There is no damage log.
The bot teleports fine into the dungeon, talks to Malatina, gets started and passes the first door to start.
Then activates swimhack, dies immediately and makes 3 teleport steps after being dead.
As far as i see it happens before the char even moves.

In Lyliya minigame swimhack makes no problem, so i have no idea where the problem actually is.

Arcadia gives a version number of 7.x, whereas official RoM is at 6.x

Does anyone play on Arcadia and have the same issues, or plays there and has NO issues in CoT ?

I have actual swimhack, and CoT WP works fine on official servers.

Also i remember the first time i did CoT on Arcadia it worked fine, char was about lvl 30.
Now char is lvl 52 and for 3 days in a row i get the same problem.

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lisa
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Re: course of terror WP

#417 Post by lisa » Mon May 11, 2015 7:01 pm

If I remember correctly the official servers made it so if in siege war and you used fly hack it would kill you immediately, maybe this server has implemented the same thing for CoT map?
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turbobay
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Re: course of terror WP

#418 Post by turbobay » Tue May 12, 2015 4:34 am

Possible. But i am wondering why it worked ion first day, then.
I checked again and i have an item from malatina in bag so it was no dream.
Ok, you can say they possibly implemented this "feature" right this weekend.....

Is there any way to avoid this happen ?

turbobay
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Re: course of terror WP

#419 Post by turbobay » Mon May 18, 2015 9:04 am

I tested the Minigames and the following seem to have this "feature" activated.

Malatina Survival
Malatina CoT
Sascilia Minigame

Starting swimhack kills your character immediately.

So, are there any waypoints without swimhack, or any workaround for that "evil feature" ? :-)

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BlubBlab
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Re: course of terror WP

#420 Post by BlubBlab » Mon May 18, 2015 5:19 pm

you could theoretically teleport above the plates/ just walk in Malatina Survival
and Malatina CoT. Sascilia Minigame is very much undoable with out it, it would be extreme complex like gobo.( I think gobo is easier)

What about the decoration mini-game?
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